glsl: store number of explicit uniform loactions in gl_shader_program
authorTimothy Arceri <timothy.arceri@collabora.com>
Sun, 4 Dec 2016 11:47:17 +0000 (22:47 +1100)
committerTimothy Arceri <timothy.arceri@collabora.com>
Thu, 19 Jan 2017 04:55:02 +0000 (15:55 +1100)
commit62f718bfcb75ab6f8e7276d1acdea767e55feac9
treeb43768b161c368c340ea8b2a07f478dcab9938af
parentc054bbf0d40350bce931bccfce59d0c4ebca6fd1
glsl: store number of explicit uniform loactions in gl_shader_program

This allows us to cleanup the functions that pass this count around,
but more importantly we will be able to call the uniform linking
functions from that backends linker without having to pass this
information to the backend directly via Driver.LinkShader().

Reviewed-by: Kenneth Graunke <kenneth@whitecape.org>
src/compiler/glsl/link_uniforms.cpp
src/compiler/glsl/linker.cpp
src/compiler/glsl/linker.h
src/mesa/main/mtypes.h